My apologies for calling it spawn tick (I believe that's the name for it in MoCreatures but is the same thing) as it's actually called spawn frequency.
Anyway, this option isn't editable via the F6 GUI right now. Open your .minecraft folder (or server folder for SMP). Find your world save folder and open SpawnConfiguration.txt
6th line down should look like this: Creatures.SpawnFrequency:200
Change the number to what you want - lower number means faster spawns, higher number means slower spawns. Some people say 20 works well. I'm trying that now and would tend to agree on 20.
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The config files are your friends! Get to know them, and shape your world!
Well, I -thought- I was getting the hang of it, but alas things aren't going as expected. Vanilla + bison have taken over even though their settings were a paltry 1/1/1 and my "common" creatures were set around 70/1/4. I've come to the conlclusion that MC simply isn't coded well for additional creatures. Monsters and water creatures are working pretty much how I want them to, as do nocturnal creatures added to the monster list.
Something about the creature spawn settings in MC is obviously very bent on spawning vanilla.
I have decided to experiment. I'm removing the vanilla animals from the plains biome spawn in MSC temporarily to see what happens. Until something happens to fix how MC handles creature spawns, I may have to look into alternative ways of finding livestock.
I've been looking at Zulu, but heard they were also working on their own mob spawning feature... while I'm hoping someone figures out a way to get things more controllable, I can only imagine that another spawner mod in the works will be more confusion and chaos.
I really don't envy any mod makers - not only do they have their own bugs to work out, unintended interactions with other mods multiply their issues exponentially.
UPDATE: I figured out the problem. My previous world save was still messed up by CMS/MoC. Reinstalled them, reset them to default, unsintalled. Things working much better.
@Daveyx0 - 01-12-2013: v1.3.2b
- Animals no longer spawn underground
My friend's underground complex would beg to differ. There are bees, crows, pigeons, mantis, vultures, butterflies and more currently hanging out in his place, the floor of which is 11y and the ceiling being about 18y. It is located under our npc village with the only entrance being a 1x1 water elevator.
mmmm'kay.....no matter what i change the crab claw id when ever i kill a crab it will drop ANYTHING but crab claws so what the hell is going on?
edit: So I think I got it....... now how do i spawn live sword fihs, anglers, and mahi in my base? they seem to die on spawn even in water.
@Daveyx0 - 01-12-2013: v1.3.2b
- Animals no longer spawn underground
My friend's underground complex would beg to differ. There are bees, crows, pigeons, mantis, vultures, butterflies and more currently hanging out in his place, the floor of which is 11y and the ceiling being about 18y. It is located under our npc village with the only entrance being a 1x1 water elevator.
Yup, fun thing is. Those aren't considered animals Ill fix it in 2.0 which will be grand!
mmmm'kay.....no matter what i change the crab claw id when ever i kill a crab it will drop ANYTHING but crab claws so what the hell is going on?
edit: So I think I got it....... now how do i spawn live sword fihs, anglers, and mahi in my base? they seem to die on spawn even in water.
The dying fish thingy is a bug which is fixed but not released. The crab claw thingy.... do you have other mods?
Hey Davey, I was wondering if you could take a look at the Highlands biome mod and possibly making compatibility with it. It works alright, but lot of your mobs really don't want to spawn very often (at least as compared to say, Mo'Creatures...). It's a gorgeous biome mod with generation that can easily compare (and sometimes beat) ExtrabiomesXL and Biomes O' Plenty. I think it's worth creating compability for.
Edit: Just to clarification, I don't have Mo'Creatures installed at the moment. Though I love Mo'Creatures it just doesn't play nice with my other mod's mobs. >.>
Daveyx0 "bees, crows, pigeons, mantis, vultures, butterflies" not being considered animals. Does that mean they spawn ona different cap to the animal cap or is there more to it than that ? I was using MSC for this mo creatures and project z and had all of the animals from all 3 spawning on my animal cap. The only thing I saw spawning undergound was squirrels, again about y = 16 or so with no obvious holes that they were likely to have come down via.
Also will your next version be for 1.4.6/7. I think youre gonna say no and im worried its gonna be another 3 motnhs before all my mods catch up. Mo crteaures I think will release what theyve been working on for 1.4.6/7 but theyve been working on it for ages.
Any chance well ever get the ability to configure drops for the mos here ?
Thanks for reading
They spawn the same way animals do, don't worry. They just don't inherit the canSpawnHere function from EntityAnimal which means it has more freedom when spawning, therefore it spawns underground. It also made it possible for me to make mobs spawn on EBXL and BP custom blocks. Its an easy fix though.
Hmm you want a 1.4.7 version of AtmosMobs 2? Guess what, I recently made a new mcp workspace for 1.4.7 so don't worry about that one. However I want to use the new entity name function of the game to start making pet names so you will not be getting that feature them.
I will not make drops configurable for the reason that I still want this to be something I can balance out. I want drops to make sense, although Im sure you aren't the kind of guy to make all mobs drop diamonds, people will do this. I just think it's unneccessary especially with all the customizing options Im already adding.
Hey Davey, I was wondering if you could take a look at the Highlands biome mod and possibly making compatibility with it. It works alright, but lot of your mobs really don't want to spawn very often (at least as compared to say, Mo'Creatures...). It's a gorgeous biome mod with generation that can easily compare (and sometimes beat) ExtrabiomesXL and Biomes O' Plenty. I think it's worth creating compability for.
Edit: Just to clarification, I don't have Mo'Creatures installed at the moment. Though I love Mo'Creatures it just doesn't play nice with my other mod's mobs. >.>
Highlands support is in the next version, dont you worry.
@everyone
Im hoping to release a test version soon-ish, it will only contain the bear mob with all features which all mobs will have to offer in version 2.0. WHy only the bear? So you can play with AtmosMobs 1 and 2 for the time being It also takes a lot of time to get all AI right. Also want to let you guys know that Im making the bird AI more simular to the bug AI because they fly way smoother.
Where could I get permission to use this mod in my mod pack? I would love to add this but the problem is I need permission.
Can you help me please? I have a lot of permissions to get. -.-'
You do know komodo dragons live on islands, right? Not deserts?
Just saying
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Where could I get permission to use this mod in my mod pack? I would love to add this but the problem is I need permission.
Can you help me please? I have a lot of permissions to get. -.-'
Hey Davey, I love your mod and I have a suggestion. Would you let me do HD textures for the mobs? Your mod is so cool and the models are brilliant but I think it needs that HD touch. I'll do the animals anyway so if you're interested it will be done. The HD will help a lot with the detail and it will fit in more with Mo'Creatures (I love your mod even more with Mo'Creatures). Anyway I'll do the HD for myself but if you want to make it Universal ask me and I'll give you the textures.
I can't answer for him of course, but I think HD textures for the main mod itself would be awful. It's really what ruined Mo' Creatures IMO, and I definitely don't want to see it happen to Atmosmobs. The textures fit in perfectly with vanilla, unlike most mods. That's one of the things that makes this mod much, much better than Mo' Creatures for me, and I'm sure a lot of other people feel the same way.
My apologies for calling it spawn tick (I believe that's the name for it in MoCreatures but is the same thing) as it's actually called spawn frequency.
Anyway, this option isn't editable via the F6 GUI right now. Open your .minecraft folder (or server folder for SMP). Find your world save folder and open SpawnConfiguration.txt
6th line down should look like this:
Creatures.SpawnFrequency:200
Change the number to what you want - lower number means faster spawns, higher number means slower spawns. Some people say 20 works well. I'm trying that now and would tend to agree on 20.
Something about the creature spawn settings in MC is obviously very bent on spawning vanilla.
I have decided to experiment. I'm removing the vanilla animals from the plains biome spawn in MSC temporarily to see what happens. Until something happens to fix how MC handles creature spawns, I may have to look into alternative ways of finding livestock.
I've been looking at Zulu, but heard they were also working on their own mob spawning feature... while I'm hoping someone figures out a way to get things more controllable, I can only imagine that another spawner mod in the works will be more confusion and chaos.
I really don't envy any mod makers - not only do they have their own bugs to work out, unintended interactions with other mods multiply their issues exponentially.
UPDATE: I figured out the problem. My previous world save was still messed up by CMS/MoC. Reinstalled them, reset them to default, unsintalled. Things working much better.
@Daveyx0 - 01-12-2013: v1.3.2b
- Animals no longer spawn underground
My friend's underground complex would beg to differ. There are bees, crows, pigeons, mantis, vultures, butterflies and more currently hanging out in his place, the floor of which is 11y and the ceiling being about 18y. It is located under our npc village with the only entrance being a 1x1 water elevator.
edit: So I think I got it....... now how do i spawn live sword fihs, anglers, and mahi in my base? they seem to die on spawn even in water.
Yup, fun thing is. Those aren't considered animals Ill fix it in 2.0 which will be grand!
The dying fish thingy is a bug which is fixed but not released. The crab claw thingy.... do you have other mods?
Edit: Just to clarification, I don't have Mo'Creatures installed at the moment. Though I love Mo'Creatures it just doesn't play nice with my other mod's mobs. >.>
They spawn the same way animals do, don't worry. They just don't inherit the canSpawnHere function from EntityAnimal which means it has more freedom when spawning, therefore it spawns underground. It also made it possible for me to make mobs spawn on EBXL and BP custom blocks. Its an easy fix though.
Hmm you want a 1.4.7 version of AtmosMobs 2? Guess what, I recently made a new mcp workspace for 1.4.7 so don't worry about that one. However I want to use the new entity name function of the game to start making pet names so you will not be getting that feature them.
I will not make drops configurable for the reason that I still want this to be something I can balance out. I want drops to make sense, although Im sure you aren't the kind of guy to make all mobs drop diamonds, people will do this. I just think it's unneccessary especially with all the customizing options Im already adding.
Hope that helps.
Highlands support is in the next version, dont you worry.
@everyone
Im hoping to release a test version soon-ish, it will only contain the bear mob with all features which all mobs will have to offer in version 2.0. WHy only the bear? So you can play with AtmosMobs 1 and 2 for the time being It also takes a lot of time to get all AI right. Also want to let you guys know that Im making the bird AI more simular to the bug AI because they fly way smoother.
Also I made a twitter account for AtmosMobs which will post very frequent updates. https://twitter.com/AtmosMobs
Thanks for reading!
Can you help me please? I have a lot of permissions to get. -.-'
Uh
You do know komodo dragons live on islands, right? Not deserts?
Just saying
Yes you have permission, the OP states it
i went into creative mode to just test it out but everytime i tried spawning a mahimhi or watever, swordfish, or angler, it wouldnt let me.
also some mobs dont spawn unless i go into creative and use eggs.
please answer back and give a list of all mobs and where they spawn(biome).
ty
diamons for u if u update
I especially love your beehives, SO GOOD.
One question: How do you cause mob spawns to be block specific? Feel free not to answer, I could just do with a nudge in the right direction.
I can't answer for him of course, but I think HD textures for the main mod itself would be awful. It's really what ruined Mo' Creatures IMO, and I definitely don't want to see it happen to Atmosmobs. The textures fit in perfectly with vanilla, unlike most mods. That's one of the things that makes this mod much, much better than Mo' Creatures for me, and I'm sure a lot of other people feel the same way.
i got it too, but (not sure) i think its because the top number of spawned mobs is 150, maybe you should change it in the config
Oh, and by the way, what are infractions?